Files
Fishing2/Assets/Scripts/Fishing/Player/FPlayerData.cs
2026-01-11 23:58:02 +08:00

110 lines
2.3 KiB
C#

using System;
using UnityEngine;
namespace NBF
{
// [Serializable]
// public enum PlayerState
// {
// idle = 0,
// move = 1,
// prepare = 2,
// casting = 3,
// fishing = 4,
// baitFlies = 5,
// fight = 6,
// fishView = 7,
// collectFish = 8,
// throwFish = 9,
// vehicle = 10,
// swiming = 11,
// flyModeDebug = 12,
// vehicleFishing = 13,
// preciseCastIdle = 14,
// preciseCastThrow = 15
// }
[Serializable]
public enum PlayerState : uint
{
None = 0,
/// <summary>
/// 闲置等待中
/// </summary>
Idle = 1,
/// <summary>
/// 准备抛竿
/// </summary>
Prepare = 2,
/// <summary>
/// 抛竿中
/// </summary>
Throw = 3,
/// <summary>
/// 钓鱼中
/// </summary>
Fishing = 4,
/// <summary>
/// 溜鱼中
/// </summary>
Fight = 5
}
public class FPlayerData : MonoService<FPlayerData>
{
private PlayerState _previousPlayerState = PlayerState.Idle;
private PlayerState _playerState;
public bool ChangeItem;
public bool Run;
public bool IsGrounded;
public float Speed;
public float RotationSpeed;
public float ReelSpeed;
public float LineTension;
/// <summary>
/// 是否路亚竿
/// </summary>
public bool IsLureRod;
public Vector2 MoveInput;
public PlayerState PreviousState => _previousPlayerState;
public PlayerState State
{
get => _playerState;
set
{
_previousPlayerState = _playerState;
_playerState = value;
NextState = value;
OnStateChange?.Invoke(_playerState);
}
}
[SerializeField] private PlayerState NextState;
public event Action<PlayerState> OnStateChange;
private void Start()
{
NextState = State;
}
private void Update()
{
if (NextState != State)
{
State = NextState;
}
}
}
}